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Home > Technologies > DirectX   (58 Object(s) in 14 Usage Type(s) Found)


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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 16: Creating Multi-Player Networked Games  - 09/03/2009
In Chapter 16, we cover the following topics: Networks and Computers, Network Games and State, Creating a Multiplayer Game, and Improving Bread and Cheese Pong Lab.
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Instructor Preparation Guide  - 09/03/2009
This file contains the Course Matrix, 10-Week Schedule, Lab Setup Guide, Material Installation Guide, and a Master Syllabus.                     
Usage Types: Course Outline  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 13: Making a Complete Game  - 09/02/2009
In Chapter 13, we cover the following topics: Finishing Off Gameplay, Improving Code Design, Game Improvements, Making a Complete Game, and Creating Cheese Lander Lab.
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 14: Classes, Objects and Games  - 09/02/2009
In Chapter 14, we cover the following topics: Design with Objects, Creating Game Objects, Building a Sprite Class Hierarchy, and Creating Blackjack Lab.
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 12: Games, Objects and State  - 08/30/2009
Xbox                                                                                                                                             
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Создание трехмерного графического приложения с помощью технологии DirectX 9.0 Managed API  - 08/30/2009
Создание трехмерного графического приложения с помощью технологии DirectX 9.0 Managed API.                                                       
Usage Types: Course Outline, Source Code  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 9: Reading Text Input  - 08/24/2009
In Chapter 9 we cover the following topics: Using the Keyboard in XNA, Working with Arrays and Objects, and Message Boards Lab.                  
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 8: Creating a Timer  - 08/24/2009
In Chapter 8 we cover the following topics: Reaction Timer Game, Finding Winners using Arrays, and Making a Reaction Timer Game Lab.             
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 7: Playing Sounds  - 08/17/2009
In Chapter 7 we cover the following topics: Adding Sounds, Playing Music and Playing with Sound Lab.                                             
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 6: Creating a Multi-Player Game  - 08/17/2009
In Chapter 6 we cover the following topics: Creating a Multi-Player Game, Constructing the Complete Game and Button Bash Game Lab.               
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 5: Writing Text  - 08/17/2009
In Chapter 5 we cover the following topics: Writing Text, Creating Clocks and Drawing Shadows and Counter Games Lab.                             
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 4: Displaying Images  - 08/17/2009
In Chapter 4 we cover the following topics: Games and Content, Making a Sprite and Color Nerve with a Picture Lab.                               
Usage Types: Demo, Executable Program, Exercise/Exam, Lab, Project, Slides  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio  - 08/03/2009
Learn the underlying skills and principles of software development as you design and build your first games for Xbox 360, Windows, and Zune.     
Usage Types: Lab, Source Code, Textbook  
DXFramework  - 02/06/2009
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0d.
Usage Types: Executable Program, Source Code  
Managed DirectX9 Tutorial  - 02/06/2009
This is an introduction to Managed DirectX, mostly oriented to Direct3D which is the most complex component.                                   
Usage Types: Lab, Tutorial  
2D applications with Direct3D  - 02/06/2009
In the following nine documents we'll create the same game like in my first tutorial. But instead of using DirectDraw, we'll use Direct3D to build a 2D application.
Usage Types: Executable Program  
XNA Build Advanced Presentation March 2006  - 02/05/2009
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more.
Usage Types: Audiovisual Content, Demo, Slides  
XNA Overview Presentation March 2006  - 02/05/2009
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development.                       
Usage Types: Audiovisual Content, Demo, Slides  
Trends of Gaming in CS and Industry June 07  - 02/05/2009
An updated version of the 2006 talk. A member of Microsoft Research, External Research & Programs, I have a background in the overlapping areas of Philosophy and Computer Science. In the 80’s that meant Logic. Today it seems more about ethics.
Usage Types: Slides  
Trends of Gaming in CS and Industry June 06  - 02/05/2009
A member of Microsoft Research, External Research & Programs, I have a background in the overlapping areas of Philosophy and Computer Science. In the 80’s that meant Logic.
Usage Types: Slides  
Shader Demos 4  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types: Source Code  
Shader Demos 3  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types: Source Code  
Shader Demos 2  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types: Source Code  
Shader Demos 1  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types: Source Code  
Scene Graph Examples  - 04/25/2008
Scene Graph example programs for the related Scene Graph library.                                                                                
Usage Types: Source Code  
Scene Graph Library  - 04/25/2008
The files uploaded here contain the output of an educational project run by Ross Brown and Microsoft Research Asia at the Faculty of IT, Queensland University of Technology, Brisbane, Australia.
Usage Types: Project, Source Code  
Desarrollo de Videojuegos  - 03/28/2008
El proposito de este material es apoyar el curso introductoria o basico para el desarrollo de videojuegos en ambientes universitarios.           
Usage Types: Course Outline, Lab, Professional Development, Slides, Textbook  
Software Entrepreneurship for Students  - 09/26/2007
The Software Entrepreneurship for Students Curriculum was developed specifically to target technical universities and colleges. The curriculum provides technical students with additional knowledge and tools to develop successful and sustainable ventures.
Usage Types: Audiovisual Content, Case Study, Course Outline, Slides  
Academic Days on Game Development 2007 – Combining Games with Theatre to Create an Interdisciplinary Learning Experience for Computer Science Students  - 08/09/2007
This presentation was given by Joe Geigel and Marla Schweppe at the Academic Days on Game Development conference. This material discusses how art and technology can work together to create a learning experience for Computer Science students.
Usage Types: Slides  
Academic Days on Game Development 2007 – Musings on Game Dev Curriculums: An Insider’s View  - 08/09/2007
This presentation was given by Matt Lee at the Academic Days on Game Development conference. This material discusses topics such as how to tune your curriculum to better match some of the industry trends in game development and software engineering in general.
Usage Types: Slides  
Introduction to Video Game Programming  - 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
Usage Types: Course Outline, Lab, Readings, Tutorial  
Academic Days on Game Development 2007 Presentations  - 05/15/2007
This Zip file contains all 30 presentations from the Academic Days on Game Development 2007 conference held in February 2007.                    
Usage Types: Slides  
Academic Days on Game Development 2007 – Five Years of Serious Games Advocacy  - 05/14/2007
This presentation was given by Ben Sawyer at the Academic Days on Game Development conference. This material discusses topics such as the history of gaming, examples of how gaming is used, theories and struggles of gaming.
Usage Types: Slides  
Academic Days on Game Development 2007 – DirectX 10  - 05/14/2007
This presentation was given by Michael Oneppo at the Academic Days on Game Development conference. This material discusses topics such as Direct3D, Direct3D 10 philosophy and goals, the graphics pipeline, shaders, state management and the impact of Windows Vista.
Usage Types: Slides, Source Code  
Academic Days on Game Development 2007 – Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War  - 05/14/2007
This presentation was given by Merrilea J. Mayo at the Academic Days on Game Development conference. This material discusses topics such as the U.S. fraction of scientists and engineers, global Ph.Ds, efficiency of U.S. educational system in producing technical talent, and the positive impact of Science and Engineering games.
Usage Types: Slides  
Academic Days on Game Development 2007 – Living the Dream  - 05/14/2007
This presentation was given by Colleen McCreary at the Academic Days on Game Development conference. This material discusses topics such as including games as part of the traditional Computer Science curriculum, Electronic Arts team technologies, cutting edge engineering and what students do right out of college.
Usage Types: Slides  
Academic Days on Game Development 2007 – Game Design and Development: Challenges, Skills, Opportunities, and Reality  - 05/14/2007
This presentation was given by Robin Hunicke at the Academic Days on Game Development conference. This material covers topics such as: What is the Reality, What Skills are Necessary, How Can we Teach Them and Possible Futures.
Usage Types: Slides  
Academic Days on Game Development 2007 – School of the Future: Innovation and Education in Second Life  - 05/14/2007
This presentation was given by Cory Ondrejka at the Academic Days on Game Development conference. This material covers topics such as: What is Second Life, Education in Second Life, Learning, Education and Innovation and The Future of Education.
Usage Types: Slides  
Academic Days on Game Development 2007 – Gender, Games and Does it Matter?  - 05/14/2007
This presentation was given by Maria M. Klawe at the Academic Days on Game Development conference. This material covers whether or not females are less interested than males in playing, designing and/or programming computer and video games and if it matters.
Usage Types: Slides  
AI Lecture 3 - Advanced Behaviour Modelling  - 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
Usage Types: Demo, Slides, Source Code  
AI Lecture 2 - Behaviour Modelling  - 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
Usage Types: Demo, Slides, Source Code  
AI Lecture 1 - Introduction to Games AI and Path Planning  - 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
Usage Types: Demo, Slides, Source Code  
Programming for the XBox Controller with DirectInput  - 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.          
Usage Types: Demo, Executable Program, Slides, Source Code  
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future  - 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
Usage Types: Demo, Executable Program, Slides, Source Code  
Advanced Rendering Techniques Lecture 5: Shadows  - 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
Usage Types: Demo, Executable Program, Slides, Source Code  
Advanced Rendering Techniques Lecture 4: Lighting and Shading 2  - 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
Usage Types: Demo, Executable Program, Slides, Source Code  
Advanced Rendering Techniques Lecture 3: Lighting and Shading  - 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
Usage Types: Demo, Executable Program, Slides, Source Code  
Advanced Rendering Techniques Lecture 2: Texturing  - 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
Usage Types: Demo, Executable Program, Slides, Source Code  
Advanced Rendering Techniques Lecture 1: Preamble and History  - 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
Usage Types: Demo, Executable Program, Slides, Source Code  
Managed DirectX9 Workshop  - 09/05/2006
Managed DirectX is a set of real-time animation and rendering in game engines.                                                                   
Usage Types: Executable Program, Lab, Slides  
Managed DirectX Samples in C#  - 09/05/2006
These samples were developed with a few goals in mind: show how to use Managed DirectX (MDX), use MDX from a modern easy-to use language like C#, and use Windows Forms to show how applications can be constructed that integrate with MDX and run in shared-screen mode.
Usage Types: Demo, Executable Program, Lab  
SAGE: A Simple Academic Game Engine  - 06/20/2006
SAGE consists of a series of game demos, each showcasing a new feature. The feature is demonstrated in rudimentary form, and leaves room for students to enhance it. Each demo is accompanied by Doxygen generated documentation and a tutorial.
Usage Types: Demo  
3D Journal Installer  - 06/15/2006
This Zip file contains an installer for the 3D Journal software.                                                                                 
Usage Types: Source Code  
3D Journal Demonstration Video  - 06/15/2006
This video demonstrates the use of the 3D Journal sketch reconstruction software.                                                                
Usage Types: Demo  
Project Report (Word Document)  - 06/15/2006
This report outlines the contribution of the 3D Journal project to the Microsoft Tablet PC Educational curriculum.                               
Usage Types: Readings  
DXFramework  - 01/27/2006
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0c.
Usage Types: Source Code  
Computer Game Design and Implementation 2  - 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.                                        
Usage Types: Exercise/Exam, Slides  
DirectX/Direct3D Getting Started Tutorial  - 12/02/2004
This tutorial from the 2004 Imagine Cup is designed as a complete beginner’s guide to getting started with DirectX 9.0 (specifically with Direct3D). It assumes no prior knowledge of computer graphics or of DirectX, but it does assume that the learner has experience using both C++ and Visual Studio.
Usage Types: Source Code, Tutorial